CLOUD KINGDOM
Level Design

Cloud Kingdom's map features 3 whimsical non-linear levels to explore.​ Castle Island teaches the basics, Forest Island expands on those concepts, and Mountain Island tests the player's mastery over the mechanics.
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The player's elevation increases as they move through each level so that the player can view the level from a new perspective and so they are given the freedom to fly wherever they want. This rewards the player by allowing them to see collectibles they missed earlier in the level and explore new areas they couldn't reach from lower altitudes.​
Dynamic Platforms
Cloud Kingdom features 3 types of dynamic platforms to create engaging traversal and challenge the player's skill.

The classic vanishing platform.
Forces the player to keep moving.

Bouncy platform that affects the
player's jump trajectory.

Hazardous platform that tests the player's timing.
4 Step Design Process
I followed this structure for creating Cloud Kingdom's platforming scenarios:
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Introduce: create a basic and safe setup to teach the player a concept.
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Expand: add additional elements or increase risk.
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Twist: shake it up and make the player think out of the box.
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Challenge: give the player a final test to prove their mastery.
Example

Three consecutive jumps onto large platforms with no penalty for failure.

Three consecutive jumps onto bouncy platforms, forcing the player to make the jumps without stopping.

Platforming route is hidden. Arrows in the environment signpost that the player must fly around the corner.

Series of tiny platforms with no safety net, requiring use of all the platforming techniques the player has been taught.
Collection & Progression
​There are 3 types of collectibles: crystals, stars, and orbs. I used crystals as breadcrumbs to guide the player while stars and orbs are rewards for completing platforming challenges and finding secrets. Orbs increase flight duration.
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​While the level is non-linear, I use the technique of gating a few times to block progression until the player has met a collection requirement. Stars power cannons, crystals open doors, and flags signpost how many orbs are required to fly to a platform.​​​



​​​​The player needs to collect 50% crystals, 60% stars, and 40% orbs to reach the end of the game. Balloon Island will reward the player with a peaceful ride on a hot air balloon which takes them on a tour around the world, providing a nice view to spot things they might have missed.
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There is also a key in each level to obtain, requiring 100% collection of a single type of collectible. Once the player gets all 3 keys, they can unlock a door on Balloon Island which reveals a golden statue to celebrate their victory and they unlock the infinite flight power up.